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authorDalai Felinto <dalai@blender.org>2020-04-03 20:15:01 +0300
committerDalai Felinto <dalai@blender.org>2020-04-03 20:27:46 +0300
commitd138cbfb47e379edc1ee915a8c6ff65b01f000d6 (patch)
treef4773ecce897c32eaf75295dd5f6a8e730d471ed /source/blender/nodes
parentb0c1184875d39abac4a65a5d20e263ea6d841009 (diff)
Code Quality: Replace for loops with LISTBASE_FOREACH
Note this only changes cases where the variable was declared inside the for loop. To handle it outside as well is a different challenge. Differential Revision: https://developer.blender.org/D7320
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c6
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_displacement.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_brick.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_volume_principled.c4
4 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index f79edcadbda..d44cb8c7de1 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -229,7 +229,7 @@ bNode *ntreeShaderOutputNode(bNodeTree *ntree, int target)
* multiple, we prefer exact target match and active nodes. */
bNode *output_node = NULL;
- for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (!ELEM(node->type, SH_NODE_OUTPUT_MATERIAL, SH_NODE_OUTPUT_WORLD, SH_NODE_OUTPUT_LIGHT)) {
continue;
}
@@ -344,7 +344,7 @@ static void ntree_shader_unlink_hidden_value_sockets(bNode *group_node, bNodeSoc
bool removed_link = false;
for (node = group_ntree->nodes.first; node; node = node->next) {
- for (bNodeSocket *sock = node->inputs.first; sock; sock = sock->next) {
+ LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
if ((sock->flag & SOCK_HIDE_VALUE) == 0) {
continue;
}
@@ -553,7 +553,7 @@ static void ntree_shader_relink_node_normal(bNodeTree *ntree,
/* TODO(sergey): Can we do something smarter here than just a name-based
* matching?
*/
- for (bNodeSocket *sock = node->inputs.first; sock; sock = sock->next) {
+ LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
if (STREQ(sock->identifier, "Normal") && sock->link == NULL) {
/* It's a normal input and nothing is connected to it. */
nodeAddLink(ntree, node_from, socket_from, node, sock);
diff --git a/source/blender/nodes/shader/nodes/node_shader_displacement.c b/source/blender/nodes/shader/nodes/node_shader_displacement.c
index 496b61c8c72..22fbe4e4da6 100644
--- a/source/blender/nodes/shader/nodes/node_shader_displacement.c
+++ b/source/blender/nodes/shader/nodes/node_shader_displacement.c
@@ -39,7 +39,7 @@ static void node_shader_init_displacement(bNodeTree *UNUSED(ntree), bNode *node)
node->custom1 = SHD_SPACE_OBJECT; /* space */
/* Set default value here for backwards compatibility. */
- for (bNodeSocket *sock = node->inputs.first; sock; sock = sock->next) {
+ LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
if (STREQ(sock->name, "Midlevel")) {
((bNodeSocketValueFloat *)sock->default_value)->value = 0.5f;
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_brick.c b/source/blender/nodes/shader/nodes/node_shader_tex_brick.c
index eba9abc6e3c..1b802f1dfd7 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_brick.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_brick.c
@@ -135,7 +135,7 @@ static void node_shader_init_tex_brick(bNodeTree *UNUSED(ntree), bNode *node)
node->storage = tex;
- for (bNodeSocket *sock = node->inputs.first; sock; sock = sock->next) {
+ LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
if (STREQ(sock->name, "Mortar Smooth")) {
((bNodeSocketValueFloat *)sock->default_value)->value = 0.1f;
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_principled.c b/source/blender/nodes/shader/nodes/node_shader_volume_principled.c
index 92e1b3435c8..b581a4bd3a6 100644
--- a/source/blender/nodes/shader/nodes/node_shader_volume_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_volume_principled.c
@@ -44,7 +44,7 @@ static bNodeSocketTemplate sh_node_volume_principled_out[] = {
static void node_shader_init_volume_principled(bNodeTree *UNUSED(ntree), bNode *node)
{
- for (bNodeSocket *sock = node->inputs.first; sock; sock = sock->next) {
+ LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
if (STREQ(sock->name, "Density Attribute")) {
strcpy(((bNodeSocketValueString *)sock->default_value)->value, "density");
}
@@ -66,7 +66,7 @@ static int node_shader_gpu_volume_principled(GPUMaterial *mat,
/* Get volume attributes. */
GPUNodeLink *density = NULL, *color = NULL, *temperature = NULL;
- for (bNodeSocket *sock = node->inputs.first; sock; sock = sock->next) {
+ LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
if (sock->typeinfo->type != SOCK_STRING) {
continue;
}